Issues with Z-axis rotation matrix in glsl shader
问题 I've recently began putting together an OpenGL ES 1.1/2.0 2D pipeline from the ground up (iPhone only). This pipeline is intended to be used by engineers with no 3D math experience. Commented out are the X and Y axis rotation matrices that produce the exact results they should . The Z rotation matrix seems to do nothing. VERTEX SHADER //THESE WORK /* highp mat4 rotationMatrix = mat4(1.0, 0.0, 0.0, 0.0, 0.0, cos(angle), -sin(angle), 0.0, 0.0, sin(angle), cos(angle), 0.0, 0.0, 0.0, 0.0, 1.0);